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I'm a new user and have the ColecoVision black screen problem. I've tried to read all the forum posts I can find for similar issues and I've decribed below some of the checks I've already done. I don't have a good handle on what's going on in the CPU / BIOS / SRAM section so I'm seeking some help and structure about what I should investigate next. Unit details, my test kit It's a PAL board, marked 91162 rev D. I have the controllers and a single game (Omega Race). It belongs to a friend of a fellow repair cafe volunteer. I have a digital scope, multimeter, bench power supplies but no logic probe I don't actually have a TV with composite or RF input so I am looking at the composite output signal on my scope as my measure of success, the scope has a video trigger mode. I've done a mod that buffers the composite output that would normally go to the RF box so it can go straight into a composite input. Up the road I have a friend with a TV with composite input, I've tried the console on it a couple of times but that just shows a black screen. I don't have any replacement ICs to swap in but could get some. I am a electronics hobbyist with some experience of monitor repair but I'm not much good at the digital stuff! Basic checks I've measured voltages at all the DRAM: -5.15V, 11.77V and 4.88V I wondered if the 4.88V was a little low so also tried running with the 5V boosted a little from a bench power supply but got no change to the Y output I'm aware of the power switch issue so ran with power switch bridged: no change I have opened and cleaned the power switch contacts but it actually looked pretty good, there was no improvement afterwards I removed and tested all electrolytic caps. Most of them had better ESR readings than new ones so I mostly put the old ones back in and changed only a couple, I didn't find any that were really bad. I scoped the audio output but didn't see any audio-like signal there (tested without the cartridge, seeing if there was a tone I've heard others had) VDP progress I had originally been having problems with the VDP not always generating a Y signal on pin 36. I replaced the VDP and that works reliably now, it just gives a Y signal corresponding to a black screen. On one occasion I did get a Y signal that looked to contain some colour content although it does not match with the scope image example in the technical manual for the 'insert cartridge' screen (page VII-16). I have only seen this non-black Y signal occur once and I think it may not have been representative of a properly working CV Y output. Checks in DRAM section Continuity is ok between the following pins: VDP AD0 - AD7 to the corresponding D_in [2] on all DRAM D_out [14] on all DRAM to the corresponding RD0 - RD7 of the VDP I checked activity suggested in this helpful post: Is there write access to VDP at startup? Yes, pin 14 (CSW) pulses low VDP RAS and CAS signals received at each VRAM at startup? RAS toggles only during startup, then goes high. CAS is constantly toggling Data out from each VRAM during startup? D_out pulsing seen during startup for all VRAM but only on power up (when power has been off for about 8s, 5s was not enough), not from reset button. Sometimes RAS would continuously toggle and VDP Y output disappear VDP INT (16) is always inactive (steady 4V) Is there VDP CSW (14) and CSR (15) activity at every reset? CSW is actively pulsing during reset, CSR remains inactive (high V) Checks performed against the scope trace examples given in the technical manual. I've only reported the results I thought were a bit suspicious... U1:17 NMI steady 3.57V not pulsing even during startup U1:20 IORQ does pulse but only during boot then goes high. pulses are continuous during boot, not as the manual's example U9:13 mode toggling but slower than in example U20:5,6 both are high @3.7V, no toggling except series of 4x 7 ms pulses after reset pressed U20:14 sound clock frequency is 3.58 MHz, much faster than that in example Apologies for going in with a flood of info. Could anybody suggest what to investigate next? Or what to double check if some of my results seem to indicate a problem? The results I have so far have left me feeling in a bit of a muddle. I think there's a problem somewhere around the CPU / BIOS / SRAM / decoders but I don't have a strategy for how to break the problem down and I don't have experience with these.
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Hello. I created a new game : Mummy Maze An archaeologist explore many Egyptian pyramids. In order to open sarcophagus. He must find all anks dispersed in the maze. But beware: the tomb is stuffed with deadly spikes and lethal arrows. Bats and cursed mummies gonna give you a hard time; however, if you find the holy khopesh, you will can face them. When you open sarcophagus, a new exploration in a larger and harder tomb awaits you. Good luck. I had the idea about this game since I was a teen. I planned to create a game inspired by Atic Atac, a famous gamy for ZX Spectrum, with a nightmarish ambiance. Finally I decide to create a simple game with original idea. Specidications : - Mazes are generated randomly so you gonna not risk to encounter the same level. - Tombs become bigger during your progress. You gonna need your memory, else you gonna have trouble to find yourself. - You earn an extra life every 1000 points for a maximum of nine lives. mummy_maze.rom
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Hi. I bought Ed Averett's Magnavox Odyssey 2 Inspiration Pack and made a video about it. I go over the pros and cons while playing some games. Overall, I really like the collection and would like to see another volume of this with newer homebrew titles.
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New things are coming. I am writing a brand new set of routines that will recreate, at the highest possible resolution, Vector style graphics within the limitation of the 9928 VDP Here are 3 screenshots. Sorry they are large but I wanted to keep the CoolCV logo in the same spot for scale and relationship.. Screenshot 1 has the green dot in the middle of the screen from a single plot point like in HGR2 mode. In reality the middle of the screen is the joining of 4 8x8 patterns. It looks like this. 1=pixel is on, 0 pixel is off or another color 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,1 1,0,0,0,0,0,0,0 0,0,0,0,0,0,0,1 1,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 The example in the pictures looks like this 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,1 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 The green dot is slightly offset from the exact middle but I intentionally left it that way to demonstrate what happens when the Vector graphics occupies the same pattern space. The red square is made up of Vector lines and not patterns. Screenshot 2 is the same square with only the x,y each having a -10 offset. Notice that it did not effect the green dot in the middle whatsoever. The Red Square is vectored around the green dot and it is not occupying the same set of patterns. Screenshot 3 shows the limitations of the 9928. I offset the Red Square with a +10x and +10y but the unfortunate reality is that, despite drawing the Vector around the green dot, it does end up sharing the same color value because of the color limitations per line within a pattern definition. However, if I refrain from changing colors next to each other I should be able to recreate any type of Vectrex game within reason. Right now I am continuing to refine the subroutines as well as see how far I can go concerning possible games. At present I am able to Vector any shape within the resolution of 255x191. I can also place a dot, or series of, anywhere on the screen and in any color within the limitations of the VDP. Hopefully, my next visual will be some type of Vectrex style animation. CPT Cozmos
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ColecoVision set with Controllers, Expansion modules 1 & 2, cartridges, and more. ColecoVision w/Controllers, Power Supply, Cables ColecoVision Expansion Module #1 - Atari 2600 Expansion ColecoVision Expansion Module #2 - Driving Controller Coleco Cartridges: Donkey Kong Donkey Kong Junior Carnival Turbo Space Panic Smurf Venture Zaxxon Atari 2600 Cartridges, Tapes: Space Invaders Golf Yars' Revenge Championship Soccer Bump 'N' Jump Dark Cavern Arcadia/Starpath SuperCharger Killer Satellites (SuperCharger tape) Communist Mutants From Space (SuperCharger tape) All for $75. Local pickup only near Playa Vista (Los Angeles, California).
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Quest $42 Squish em $13 Sewer sam $40 Tutankham $42 Super cobra $15 Frantic Freddy $50 see pic for condition flaws All have their manuals total for lot $202. Will take $175 shipped in u.s. May split into minimum $50 lots Also have vg CIB Silent Hill 2 PS2. Asking $120 shipped in U.S. Lastly Lufia II SNES cart, manual and map. Asking $280 shipped in U.S. Interested in the lot? $500 shipped (total $580) fees covered by buyer. paypal only. Ty for looking!
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SCRAMBLE is cming to a ColecoVision near you!!! 1744567429_ScrambleAdTeaser.mp4
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That's right! There is now a project to fully build your own Colecovision. The github repository contains most of the information needed to build your own from scratch. The idea of this project was to provide a extensive amount of documentation of the system, including the creation of the original PCB's. I used original parts as much as possible, and only varied if parts no longer exist. For instance the RF sub board has a variable tank no longer made. This is substituted with a variable coil plus capacitor. Project Contents: schematic (kicad 7) PCB (kicad 7) datasheets (PDF) 3D printable case parts (inventor 2024/STL exports) Wiki guides Console Project: https://github.com/sparkletron/righteous_tentacle_colecovision Controller Project: https://github.com/sparkletron/Colecovision_Controller After creating my own schematic I did verify it by using @ChildOfCv schematic as a reference. He did a great job, and saved me a great deal of time (My RF board contained the errors, go figure the easier board!). Special thanks to him for his work. There are minor value differences since mine is based on rev F vs the later rev that his is based on. The PCB is as 1:1 as I could make it to the original, alterations for DB9 ports, and non-plated hole building were made to make it easier for mills/etching a PCB. On that note my dream is to turn this into a community project, where people can update the schematic and create a pull request with there revision of the PCB. Creating a complete repository that documents all the revisions. No there is no step by step on how to assemble and create. If people would like that, make it a pull request on the wiki and will go from there. Some ideas for issue requests are below. PCB creation guide 3D printed parts guide Full assembly guide Controller guide If anyone wants to help out with the above let me know! The wiki page https://github.com/sparkletron/righteous_tentacle_colecovision/wiki/Tear-Down-Notes describes the tear down process. Parts listing for purchasing: https://github.com/sparkletron/righteous_tentacle_colecovision/wiki/Detailed-Part-Listing-For-Orders Documentation of various signals: https://github.com/sparkletron/righteous_tentacle_colecovision/wiki/Testing-and-Verification A few other minor notes, no I will not be selling any boards and I won't be selling any parts in general for this. This is for the community to enjoy and do with as they wish. Enjoy! -Jay Pics Incoming... - 3D printed case, with 3D printed controllers. - Inside of the 3D printed case. - Completed PCB during testing (created using a PCB mill). - RF cage open
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Hi guys. I'm working on a remake of Let's Compare ( Donkey Kong ). The original video is out of date & I need to upgrade it. I'm looking for either the ROMS or good clean video footage of all 4 levels from the updated Intellivision version & The arcade version for the colecovision. The new video will be hi def & 60 fps. Any help would be greatly appreciated & I'll include any help in the credits. Thanks guys. Gaming History Source
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Coming to a Colecovision near you. This is what I have been doing while waiting for PCB's and Chips The game is about done, I didn't want to show screenshots until I adding some features and polished a few things. Planned for March release in Cartridge form, box, instructions and laser engraved Collectors Coin. Full featured Driving/Battle game missiles, arcade action, futuristic special effects. 3 car styles, several car colors. 1 or 2 players, human vs human or human vs cpu. Zwei and Futuristic Tracks feature.... Complete the track with missiles...Best out of 3 rounds win....All out War Complete the track with missiles...Highest Score wins....All out War Complete the track no missiles...Highest Score wins...Best to avoid the other car Warning....Futuristic Track has seizure causing, irritating and annoying pulsating special effects, futuristic cars also carry photon style torpedo's. Arcade Style Track, Arcade Style Game Play Old School Track for nostalgia. Play till you run out of lives. Cool sound effects Features may change after this announcement. Tested on stock equipment and several emulators. No flicker, no lag....NO expansion modules needed. Next games to work on planned are Shamus 2084 and Pepper III
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Quick sale from collection or trade. All tested. Pics below. $80 plus shipping for the lot, buyer pays fees OR willing to trade for a few things (just inbox me for items wanted) Also have PAC-Man collection New in box 2007 opcode (pics below). Only other one on evilbay selling for $950! 🤣…Asking $500 shipped buyer pays fees
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RatTrap Around January 6th, I plotted a mouse on-screen. I had a couple ideas in mind. I wanted to plot a 320-mode mouse, like the one on Exidy's MouseTrap. The game is pretty basic as far as graphics. The sprites are single color, and I thought it would look pretty cool on the 7800. The mouse and dog looked great. This got me wondering if I could create a similar experience to the arcade. I had a little challenge recreating the maze, followed by the challenge of getting the mouse to follow the maze. With this, I realized that the maze would need to change, based on the doors that are switched. I thought this would be a perfect candidate for the SNES controller (SNES2Atari)! At this point, I started looking at the ColecoVision port, because I figured that was the bar for home ports. I also started to think that, while 320 mode would be cool, the 7800's strength is its multi-color sprites. I decided to redraw the sprites to what I thought played to the 7800 strengths. Once I did this, I got the mouse to follow the maze. Next, I worked on the switching doors. All of the maze routines were reusable for the cats, so it wasn't really too much to get the cats into the maze. I created a few sound effects to handle eating, barking, and screeching. I decided to reuse the PentaGo music engine, built by Playsoft. I started picking out some of the tunes. The game just happened. I added scoring, lives, sound effects, high score saves, and some title screens. The game has a way to go. Since the game was brought to light in the forums, I decided to throw a demo together. Please note that it's a very early demo, and I have a lot to add. However, there is a lot here that I am pretty happy about. Game Features: 1 Player Controller Options 2-Button Joystick Left Button = Doggie Button Right Button & Left = Red Doors Right Button & Up = Yellow Doors Right Button & Right = Blue Doors SNES Controller (Only when Auto-Detect is triggered) SNES STANDARD B = Doggie Button (Start Button also works as Doggie Button) Y = Red Doors X = Yellow Doors A = Blue Doors Select = Pause SNES COLORBTN Greeen / Start = Doggie Button (Start Button also works as Doggie Button) Red = Red Doors Yellow = Yellow Doors Blue = Blue Doors Select = Pause Dual Joysticks (Will be disabled when a high score device is present, but HS saves are currently disabled for now. Left Stick moves mouse Right Stick Left = Red Right Stick Up = Yellow Right Stick Right = Blue Right Stick Down = Doggie 2 Player Controllers Shared Stick (Same as 2-Button above) Single Stick (Same as 2-Button) Share SNES (Auto-Detect) *P1 and P2 will share the SNES controller in port 1 Difficulty Levels Novice - Starts with 4 cats (1 normal and 3 slow); Hawk doesn't come out until later in the stage Arcade - Starts with 6 cats; Similar to Arcade difficulty Expert - 2 Cats are very fast. Music Has 3 BG tunes so far, 3 prize tunes (31 different prizes to collect), level clear tune, and an Intro tune. I have other tunes and sound effects in mind. Added more music and sfx in the 02-11-2023 update below. This demo allows for one or two players, and all difficulty levels are accessible. Players get two lives, but extras can be earned at 30k & 60k. However, the game ends after three mazes are cleared. This initial version may contain bugs. This is an early release for fun. RatTrap_Demo_01-27-2023.a78 UPDATE 1/28/2023 - Corrected title screen spelling & added title music. RatTrap_Demo_01-28-2023.a78 UPDATE 2/11/2023 - Major Update (See thread below for details!) Click here for update thread! UPDATE 2/15/2023 - Update (See thread below for details!) Click here for update thread! UPDATE 03/04/2023 - Update (See thread below for details!) Click here for update thread!
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Years ago, while purchasing some Atari 8 bit gear, I picked up 298 loose CV carts as part of the deal. Also included was a CV console (no power supply), and a roller controller. I was planning on building up a CV collection, but never did. Now, I would like to make room for other stuff. I would like to see these go to someone in the community, so I am asking what I consider to be a fair price of $500 $325 for all of it, for a quick sale. I would strongly prefer to not ship this lot, and I am NOT able to ship this lot, but would be willing to meet in person in Northern California, if possible. I would also consider trading for some Atari 8 bit items. Below is the list of cartridges: DESCRIPTION QUANTITY 2010 1 BC's Quest for Tires 2 BlackJack/Poker 2 Buck Rogers 1 Buck Rogers (Homemade Label) 1 Cabbage Patch Kids 1 Cabbage Patch Kids (PAL) 1 Car Races (Homemade Label) 1 Carnival 14 Carnival (PAL) 1 Centipede 3 Centipede (Homemade Label) 2 Congo Bongo 1 Congo Bongo (Homemade Label) 2 Cosmic Avenger 12 Defender 1 Destructor 1 Donkey Knog Jr. 15 Donkey Kong 30 Donkey Kong Jr. (PAL) 2 Dukes of Hazzard (Homemade Label) 1 Flipper Slipper 1 Frenzy 2 Frogger 5 Front Line 2 Gorf 3 Gorf (PAL) 1 Illusions 1 Ladybug 14 Ladybug (Homemade Label) 1 Looping 6 Looping (PAL) 1 Miner 2049'er 4 Mouse Trap (PAL) 1 Mousetrap 12 Mr. Do! 5 Nova Blast 2 Omega Race 3 Pepper II 3 Pitfall 1 Popeye 2 Q*Bert 9 Q*Bert (Homemade Label) 1 River Raid 1 Rocky 2 Slither 6 Slither (Homemade Label) 2 Smurf 12 Smurf Resuce (Homemade Label) 1 Space Fury 6 Space Fury (PAL) 1 Space Panic 2 Space Panic (PAL) 1 Squish'em Sam 4 Squish'em Sam (Homemade Label) 1 Star Trek (Homemade Label) 1 Subroc 7 Super Action Baseball 10 Super Action Football 1 Tarzan 1 Telly Turtle Drawing Program (Homemade Label) 1 The Heist 1 Time Pilot 3 Time Pilot (Generic Label) 1 Time Pilot (PAL) 1 Turbo 5 Unlabeled 18 Venture 16 Venture (PAL) 1 War Games 3 War Room 2 Zaxxon 10 Zaxxon (PAL) 2
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This is my latest release after a painstakingly figuring out how to use the early clock bit with sprites. Now, if you walk off each side of the screen Tim does not just disappear. He eases in on either side. I also incorporated this into jumping. It does not work as well as I would like but when you jump the action is so fast it does not take away from the game. I may adjust this more in the future. I really wanted this because when I say a polished AAA game that is what I mean. If I sell this I want you to get your money's worth. I also fixed the bug previously mentioned about animation continuing when you press up or down when not on a ladder as well as when you are on a ladder and press left or right. I rewrote the jump function when I had to incorporate the ECB routine. Same with the east and west movement. Honed and more efficient. So, for prosperity and asking you to find bugs, here you go. Next release will have the upper graphics and sound. Maybe you will even start picking up some eggs. If I am starting too many threads then please leave me feedback on how to promote this in my folder where everyone can get an update or the best way to get the message out. CC Dino Eggs v36.rom
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I used a program to convert the old CVSoundFX JAVA into C++ code. I am not a C++ guy but I was hoping that one of you awesome programmers out there that understand this better than I can somehow compile and make this work natively under windows. It is a long shot but this would go a long way in order to help Coleco programmers produce sound effects for their games. Self included. I was not given permission from Amy Purple for this but I would suspect there would be no opposition being this persons good will towards the community. The original is also included in the zip as I have found it online. CC CVSoundFX - C++.zip
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I know about the AtariMax Ultimate SD Cart already, and that does look like a nice solution. But it's perhaps more than is needed to simply load the virtual ROMs off an SD card into the ColecoVision, and the price tag is a bit steep. So I'm wondering if anyone other than AtariMax rolled their own, and were kind enough to make it open source? Not really looking for one that already has a PCB layout included, mostly just interested in a schematic and the firmware to flash into the inevitable MCU or FPGA.
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Just a bit of teaser update. Jumping disabled so I can get the falling right. A couple of animation bugs on occasion. I have to go play the game and see if you are trapped on ladders or can you drop to the floor if on a ladder and move to the side. I just wanted your thoughts. CC Fixed... Ladder lockout engaged. So if you are on the ladder you can not leave unless you reach the top, the bottom or jump off. Jump is still disabled. Bumped to v2 Dino Eggs v2.rom
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Miner 2049er The Heist Boulder Dash and Vaporware I have been looking online but can not find any legacy or who they were sold too. Contacts or what not. Anyone? Please help if you know something. Micro Labs inc. seems to be the the parent company of Micro Fun which is on the games.
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This is a new set of routines I am working on for future game/s I ask anyone who wants to to run this and send me a brief description of any bugs. I know there are several that need to be honed especially the offsets. Jumping is with either fire button, up down left and right. As always, 100% Z80 Assembly Language. Opinions, bugs, suggestions, thoughts, limericks, ponders, feedback....leave here or pm. New Routine Test.rom
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Hi everyone. Around here I'm sure cleaning up an old garage sale find is commonplace. But in the spirit of encouraging others who have never done so to try, I made a video about how I do it. I realize there's many ways to go about this - if yours differs would love to hear how:
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This my new game for Colecovison. It's inspired from The Electric Yo-Yo, a arcade game Taito. Use controller to move your hamster, collect all snacks, and avoid ennemies. Have fun. hamster_with_wire.rom
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